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-rw-r--r--gfx/gl/shaders/spotLight.fs6
-rw-r--r--gfx/gl/shaders/spotLight.gs6
-rw-r--r--gfx/gl/shaders/spotLight.vs20
3 files changed, 20 insertions, 12 deletions
diff --git a/gfx/gl/shaders/spotLight.fs b/gfx/gl/shaders/spotLight.fs
index 937f922..6d5d332 100644
--- a/gfx/gl/shaders/spotLight.fs
+++ b/gfx/gl/shaders/spotLight.fs
@@ -6,8 +6,10 @@ out vec3 FragColor;
layout(binding = 0) uniform isampler2D gPosition;
layout(binding = 1) uniform sampler2D gNormal;
uniform ivec4 viewPort;
-uniform vec3 colour;
-uniform float kq;
+// uniform vec3 colour;
+// uniform float kq;
+const vec3 colour = vec3(1);
+const float kq = 0.01;
in vec4 geo_centre;
in vec4 geo_direction;
diff --git a/gfx/gl/shaders/spotLight.gs b/gfx/gl/shaders/spotLight.gs
index b58c169..a2805fe 100644
--- a/gfx/gl/shaders/spotLight.gs
+++ b/gfx/gl/shaders/spotLight.gs
@@ -11,9 +11,9 @@ const vec3[] pyramid = vec3[]( // four-sided
);
uniform mat4 viewProjection;
uniform ivec3 viewPoint;
-uniform float arc;
-
-in vec3 position[];
+// uniform float arc;
+const float arc = 1;
+in ivec3 position[];
in vec3 direction[];
in float size[];
in float cosarc[];
diff --git a/gfx/gl/shaders/spotLight.vs b/gfx/gl/shaders/spotLight.vs
index ac1d1db..a2b755d 100644
--- a/gfx/gl/shaders/spotLight.vs
+++ b/gfx/gl/shaders/spotLight.vs
@@ -1,14 +1,20 @@
#version 330 core
layout(location = 0) in vec3 v_position;
+layout(location = 1) in vec3 v_direction;
+// layout(location = 2) in vec3 colour;
+// layout(location = 3) in float kq;
+// layout(location = 4) in float arc;
+layout(location = 5) in mat4 model;
+layout(location = 9) in ivec3 modelPos;
+
+const vec3 colour = vec3(1);
+const float kq = 0.01;
+const float arc = 1;
-uniform vec3 v_direction;
-uniform vec3 colour;
-uniform float kq;
-uniform float arc;
uniform ivec3 viewPoint;
-out vec3 position;
+out ivec3 position;
out vec3 direction;
out float size;
out float cosarc;
@@ -16,8 +22,8 @@ out float cosarc;
void
main()
{
- position = v_position;
- direction = normalize(v_direction);
+ position = modelPos + ivec3(v_position * mat3(model));
+ direction = normalize(v_direction * mat3(model));
size = (8000 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq);
cosarc = cos(arc / 2);
gl_Position = vec4(position - viewPoint, 0);